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314 is a lot of value, but I can see this being usable. Shame it has no Shot Range, because that will give you two extra hits per shield. Now, try Energy Charge to pump up your attacks, Reflect Barrier to save your EC in a pinch when a shield is not an option (for instance when it's not charged yet) and could also throw in Pisces Heal to even more survivability.

314 is a lot of value, but I can see this being usable. Shame it has no Shot Range, because that will give you two extra hits per shield. Now, try Energy Charge to pump up your attacks, Reflect Barrier to save your EC in a pinch when a shield is not an option (for instance when it's not charged yet) and could also throw in Pisces Heal to even more survivability.

Thanks for the ideas for the power ups. Are you saying that lower value weapons are better because you can slap more bonuses on if you have a nullification deduction (i.e. Overall Defense -5)?

Also, this weapon was a result of a bought Ninja Palm fused with the Beam Claws, and the resulting Bomber Arm was fused back with the Ninja Palm. Gotta love streetpass abillity. The Ninja Palm had the desirable bonuses, and the Beam Claws help amp up the Range Stars (since the Palm was only 3.5 Range) and it gave me a better Bomber Arm to fuse with.

Thanks for the ideas for the power ups. Are you saying that lower value weapons are better because you can slap more bonuses on if you have a nullification deduction (i.e. Overall Defense -5)?

Also, this weapon was a result of a bought Ninja Palm fused with the Beam Claws, and the resulting Bomber Arm was fused back with the Ninja Palm. Gotta love streetpass abillity. The Ninja Palm had the desirable bonuses, and the Beam Claws help amp up the Range Stars (since the Palm was only 3.5 Range) and it gave me a better Bomber Arm to fuse with.

The thing is, it is really hard to pass higher value mods to weapons because you get only 10 points value bonus at most. OD+8 for instance costs 91 points of value and without a good negative mod nigh impossible to pass. Also, in multiplayer the value affects your score. You get points and lose points about the amount of your or opponents weapon value and in LvsD particularly, the life gauge drops by the value of your weapon if you are killed and higher value weps will drain it faster than low value.

Now, a little more detail on fusion if you'd like to know. When two weapons are fused, the game calculates the value of the new weapon by some unknown mechanism, I think it averages the values and adds up to 10 points bonus to it. Now, once the value is set it tries to find a combination of stars/mods that will be as close to that value as possible, it can be a little lower but never higher. Negative modifiers reduce the cost of the expensive modifiers to help them fit into the new weapon.

Originally Posted by Skyler 99

New weapon.

End-All Arm
5.5/2, 301
Stamina +2
FD Ch. +4
Standing Cont. +4

Love the homing on this thing.

I like using the shots of my End-All Arm as protection, but mine is a melee variant :P

The thing is, it is really hard to pass higher value mods to weapons because you get only 10 points value bonus at most. OD+8 for instance costs 91 points of value and without a good negative mod nigh impossible to pass. Also, in multiplayer the value affects your score. You get points and lose points about the amount of your or opponents weapon value and in LvsD particularly, the life gauge drops by the value of your weapon if you are killed and higher value weps will drain it faster than low value.

Now, a little more detail on fusion if you'd like to know. When two weapons are fused, the game calculates the value of the new weapon by some unknown mechanism, I think it averages the values and adds up to 10 points bonus to it. Now, once the value is set it tries to find a combination of stars/mods that will be as close to that value as possible, it can be a little lower but never higher. Negative modifiers reduce the cost of the expensive modifiers to help them fit into the new weapon.

That Ninja Palm looks pretty good, I'm sure it's on the high end of the value, but it has some defense to make it up. I bet you're fast as light and hitting fast too. Try energy charge to make it even stronger.

Hm, another nice weapon. I'm glad that I'm the one using it and not the one being hit with it.

Compact Arm
5/0, 219
Shot range +2
Standing Cont. +4
IPAB -3

I'm using the slipshot/autoreticle strategy, is that a good idea?

Oh dear >_< I can beat this strategy but hell, this thing is annoying to face. Here are some tips to improve your game:
* Forget about Autoreticle, the homing is already very good and you don't need this power on a homing weapon, also it screws you up close.
* If you use Energy Charge with it, you will be killing things VERY fast.
* Maybe use Reflect Barrier to defend yourself in a pinch or to keep that EC running longer.
* You can also use Homing Boost, but I dunno if this is even necessary.
* As an alternative to Reflect Barrier, you can use Lightweight to walk around the stage, avoid things and kill everything, like a boss.

And to be awesome with this Arm you don't even need Slip Shot, but for closed stages it will be a great advantage.

Oh dear >_< I can beat this strategy but hell, this thing is annoying to face. Here are some tips to improve your game:
* Forget about Autoreticle, the homing is already very good and you don't need this power on a homing weapon, also it screws you up close.
* If you use Energy Charge with it, you will be killing things VERY fast.
* Maybe use Reflect Barrier to defend yourself in a pinch or to keep that EC running longer.
* You can also use Homing Boost, but I dunno if this is even necessary.
* As an alternative to Reflect Barrier, you can use Lightweight to walk around the stage, avoid things and kill everything, like a boss.

And to be awesome with this Arm you don't even need Slip Shot, but for closed stages it will be a great advantage.

Hm, ok. The autoreticle/slipshot combo wasn't really working out. The strategy for that was to hide somewhere and just pretend that I'm using eyetracks :/ I think I'll go for E Charge and reflect barrier, and if I can fit it, Warp. I like Warp.

Out of curiosity, what counters to that set do I need to look out for?

Oh yeah, I fought some guy with a 6/0 midnight palm with +4 dash ch. shot yesterday who kept getting about 6 kills more than me... The problem with the Compact Arm is that it's hard to dodge attacks when I'm using cont. fire.

Hm, ok. The autoreticle/slipshot combo wasn't really working out. The strategy for that was to hide somewhere and just pretend that I'm using eyetracks :/ I think I'll go for E Charge and reflect barrier, and if I can fit it, Warp. I like Warp.

Out of curiosity, what counters to that set do I need to look out for?

* Most importantly Brawler Claws. Their Cont Fire has high cancellation and paired with some mean stuff it will beat the hell out of you.
* Guardian Orbitars will setup shields to protect themselves and kill you with their cont fire.
* Cannons have neat shots with high cancellation that will trap you, gotta watch out for them, but most cannon users on randoms are noobs :/
* Opponents Reflect Barrier will screw you without Slip Shot. You will have to walk around it or shoot under/over it if you have a lot of homing, are close enough and under works only w/ SS.

* Most importantly Brawler Claws. Their Cont Fire has high cancellation and paired with some mean stuff it will beat the hell out of you.
* Guardian Orbitars will setup shields to protect themselves and kill you with their cont fire.
* Cannons have neat shots with high cancellation that will trap you, gotta watch out for them, but most cannon users on randoms are noobs :/
* Opponents Reflect Barrier will screw you without Slip Shot. You will have to walk around it or shoot under/over it if you have a lot of homing, are close enough and under works only w/ SS.

What's nice, though, is that I have a greater range than almost all of those!